Basic raycasting in Unity3D

Hi everyone! Today it’s time to end with the Unity3D canvas series with one last post. In this one we are using basic ray casting to trigger some more animations in our player interface.

If you want to try the following tutorial by yourself here is the last step project from where you can continue whit this one:

DOWNLOAD

If you wonder if you are able to build it from zero, here is the “almost complete” list of chapters of this Unity3d canvas series where you can find the entire process:

monolith ahead!

monolith ahead!

Continue reading

HaxeFlixel tutorial: buidling your first 2D Shoot ‘em up. Part VI

Well, this is it people, we finally reached the last part of our 2D shoot ’em up tutorial. Today we are going to finish and wrap things up, and you are going to be able to download (and play, of course) the full thing by the end of this post (don’t worry, the full source is available on Github, right here).

I’m going to cover the main and more important changes and updates that I made to the code, so minimal things like the game over and stage completed messages won’t be covered in order to be able to focus on the most important and “difficult” things to do.

By the way, since our tutorial game is obviously a Gradius tribute (which is a fancy word for clone) there was only one possible way to call it, and that is…

 

haxius_logo_big

 

 

Let’s get to work!

 

Continue reading

UI ingame messages in Unity3D

It’s time to start our new year and this second one will be even better. What I’m saying! This year is going to be 10 times better; it’s going to be awesome!

My first post this year is a new chapter for the Unity3D UI series and it’s our 50th post! In this one we are setting up some things for the final post, attaching a new canvas to a game object that shows up only when the player is near it. Also give a read to some of our old posts if you get lost at some point.

Let’s go, this is an easy one!

 

unity UI message ingame

Behold the might monolith!

Continue reading

Haxeflixel tutorial: buidling your first 2D Shoot ‘em up. Part V

Well well, things are starting to take shape don’t you think?, our “game” is starting to feel and play like one, but before we can say the thing is finished we need to start wrapping and polishing things up. That’s what we are going to start doing on today’s post. Let’s get cracking!

HaxeFlixel logo

HaxeFlixel rocks!

Continue reading

Haxeflixel tutorial: buidling your first 2D Shoot ‘em up. Part IV

And here we are, back again with what is already part IV of our HaxeFlixel 2D shoot ’em up tutorial. I hope you are following up nicely until this point. But if you are not, don’t fret; by the end of the tutorial I will do a small recap through the most delicate parts of the whole process and I will post the full game code on Github, so you can all have the whole thing on your computers so you can tweak and modify it to your hearts content.

HaxeFlixel logo

HaxeFlixel rocks!

Ok, today we are going to do a few subtle things that we were missing and that must be addressed right now, let’s get to work!

Continue reading